Here's a sculpt I did in Zbrush in about 4 hours for a digital sculpting calss I'm taking, this is my first time using a lot of the new functions in Zbrush 4R3, primarily DynaMesh. I started with a sphere and used primarily the move brush, the standard brush, and a variety of the "curve" brushes.
I was hoping for some love to BodyPaint, which is in charge of the UVs too, for the nodal material editor and for improvements on the viewport speed. The edge detection for the sculpting tool is really useful, but without something like DynaMesh or the ability to edit your mesh with a Sculpt Tag, this is futile as ZBrush…
I'm very curious on your hard surface worklow in zbrush. Did you just used you mesh/dynamesh sculpted and you have baked them on your low poly ? Or you have made an intermediate retopo for getting a clean hard surface shape ? Great work by the way ! :)
The primary problem with ZBrush as a hard surface tool is iteration. Basically, there isn't much if you're boolean'ing stuff together and dynameshing and all that. Stuff gets locked in pretty quick. But definitely worth learning! ZBrush has a lot of roles in modern game development and is a tool that is essentially…
Hey Squals, I retopo over the basemesh. I do segments and then crease the edges I want to make hard when subdividing, once subdivided I then dynamesh at a high resolution so that I can detail that part. Update on my armoured alien dude! Crits welcome :3
This is my first Challenge on this site too, so i'm deciding to take a shot a Bubble Gunner. Going for a Stylized/toon look for this one Here's my Ref. Here's the Blockout I finished earlier today. I'll have a Dynameshed/clean(er) model tomorrow, calling it a night
I think I am done with the body sculpt, I rescale the legs and sculpt the feet, I didn´t do any dynamesh to the body to merge all the parts together yet. Time to continue with the head details. (Maybe the feets should be higher, i will take a look to that)
I expect Zbrush 5 to have a similar feature. Boiled down, what's great about it is the visual feedback of booleans before you commit. The next evolution I think for Modo meshfusion is a dynamesh function or at least a remeshing feature that won't leave you with a dense output mesh.
http://pixologic.com/zclassroom/homeroom/lesson/noisemaker/ Edit: Whups, I missed the 'strands' part. ZSketch or IMM+Dynamesh would be the way to go for those. Ryan Kingslien has some neat videos where he quickly creates individual muscles by quickly shaping spheres and tubes
if that is a 3d plane, remove it and try it that way, also if need be you can always create a separate mesh extending to where you need it and then merge the two. As a third option I suppose you could also grab the snake hook brush and pull that around, dynameshing when needed.